in the loop you can do face[0] to get the first point of the face, face[1] etc. whether you can get face[2]or[3] depends on if it's a triangle, quad etc.
so
point = face[0]
then you can call
point [0] # 0 through 2, to get the xyz of that point.

alternatively, face[0][0] gives you the X coordinate of the 1st face.

I don't feel that communicating clearly is one of my fortes, so I hope you can make sense.

Also, I wonder if this isn't the kind of question that should be on elysiun.com rather than blender.org... dunno.

But the fact that the documentation is appaling should probably be brought up here.

I wish I knew about the ".faces" sooner .. I couldn't find that in the 2.25API, maby I just missed it.

The code is quite simple .. its that API ... arrr!
I found that it's easier to download the source code for Blender and look through a definintion of a module to see what it stores .. at least that seems to be upto date

Anyway thanks for your positive attitude, I think I was just about to give up at that point.

By the way ... I'm running into a problem with the uv coordinates, they simply never seem to change from their initial value of 0.0. I'v used uv maping on all faces of my object, and yet all of those uv coords. are still zeroes ... why?

It probably is very confusing but 'uvco' are the 'sticky' coordinates (camera projection coordinates when using 'Make Sticky' in edit buttons), not the texture uv-coordinates. You need uv from the faces themselves: